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Subject: Rendezvous rss

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Dean H
Australia
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Is it possible to selectively combine components in a (successful) Rendezvous action? For example, move a rocket from a probe to another probe/capsule, or do all components need to combine?

Thanks in advance
 
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Chris Montgomery
United States
Joliet
Illinois
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All combine - but you can then separate them (with additional draws) taking only those components you want into each spacecraft.
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Dean H
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cmontgo2 wrote:
All combine - but you can then separate them (with additional draws) taking only those components you want into each spacecraft.

Wow, that was fast! Thanks Chris
 
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Gerry Smit
Canada
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Some examples.

A) Spacecraft with 2 xJuno and 1 x Probe

meets

B) spacecraft with 1 x Atlas and 2 x Supplies

and I want to finish with

Y) 2xJuno, 2xSupply AND
Z) 1 x Atlas, 1 x Probe

I) - dock A&B together, forming (C) with all components.
- draw 1 Rendezvous Outcome
- then undock Atlas - draw 2nd Rendezvous Outcome
- then undock Probe from (C) - draw 3rd Rendezvous Outcome
- then Dock Atlas to Probe - draw 4th Rendezvous Outcome
- what was "C" has become my desired "Y", and the other components are now "Z".

II) - Undock each card from the assembled craft, drawing rendezvous cards for each undocking. About 4 Rendezvous cards drawn.
- dock the Junos and Supplies to each other, 3 more Rendezvous cards drawn
- then dock the Atlas & Probe, last Rendezvous card (#8!) drawn.

III) well, pick any order you want to, really.

Should any Failure occur, I pick a component from either the cards that are left are the card I just "moved around on the table" to be damaged, AND the undock or docking has NOT happened so do NOT move the card.
( EXCEPT the Supplies, they can NOT be damaged. Presumabley they CAN be destroyed.) And then hopefully pay the $5 to remove the failure.
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JR
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British Columbia
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Do experienced players find it necessary to run missions on untested tech due to the crunch to get missions in the air in time to be completed before '75? I have tried to sneak some equipment into orbit only to have a saturn explode and take another 40 million in equipment with it. So now I try to always fully test all my tech that will be used on the live missions, but doing so is making it really difficult to eke out wins in time. I imagine this is all part of Joe's devious plan, but I am curious to know how more experienced players are handling the risks.
 
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Scott Cantor
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jrebelo wrote:
Do experienced players find it necessary to run missions on untested tech due to the crunch to get missions in the air in time to be completed before '75? I have tried to sneak some equipment into orbit only to have a saturn explode and take another 40 million in equipment with it. So now I try to always fully test all my tech that will be used on the live missions, but doing so is making it really difficult to eke out wins in time. I imagine this is all part of Joe's devious plan, but I am curious to know how more experienced players are handling the risks.


My impression from my very early plays is that it becomes pretty much impossible to win without taking some risks. For now I'm just playing conservatively (solo) to master the rules and mission challenges, but I think in a multi-player game, I'd be toast because I'm taking too long.

My impression is that there's some tech you really just have to push some luck with, and some you can't, and probably the astronaut abilities factor into that. At least with my luck, rockets would not be in the "push my luck" category, which may or may not make the game unwinnable for me, don't know yet. But I could never go into space with untested rockets, it would be pointless for me.
 
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Josh Zscheile
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jrebelo wrote:
Do experienced players find it necessary to run missions on untested tech due to the crunch to get missions in the air in time to be completed before '75? I have tried to sneak some equipment into orbit only to have a saturn explode and take another 40 million in equipment with it. So now I try to always fully test all my tech that will be used on the live missions, but doing so is making it really difficult to eke out wins in time. I imagine this is all part of Joe's devious plan, but I am curious to know how more experienced players are handling the risks.


Only to a small degree in solo games, as you can usually plan on doing tests some years after launching the equipment to be tested and then just do the tests before it is actually used.

Multiplayer has its own dynamics where the bold players might get lucky and score critical points before the conservative ones.
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